What is Your VR use Case for Educational Like: A State-Of-The-Art Taxonomy

IF 2.4 Q1 EDUCATION & EDUCATIONAL RESEARCH
Nadine Bisswang, Dimitri Petrik, Erich Heumüller, Sebastian Richter
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引用次数: 0

Abstract

Virtual reality has emerged as an influential technology in the educational landscape, offering learners and teachers immersive and interactive experiences that enhance traditional teaching methods. However, despite the increasing importance of virtual reality in education, a systematic description and classification of virtual reality use cases in education is still lacking. This limits the understanding and comparability of virtual reality use cases and highlights the need for a structured approach. This study asks the research question: How can virtual reality educational use cases, identified in the literature, be described, and classified? To classify these use cases, this study develops a state-of-the-art taxonomy. The taxonomy was developed in a combination of a conceptual-to-empirical and empirical-to-conceptual approach. The first stage to develop the taxonomy was based on a conceptual-to-empirical approach. Here, the concepts of virtual reality, use case and education serve as meta-characteristics and theoretical structure. To further detail the dimensions and characteristics, a systematic literature review was conducted by following a PRISMA-guided search and selection process. Therefore, the scientific databases Science Direct, AISel and Springer Link were used to search for studies between 2018 and 2023, obtaining a sample of 39 publications. As the conceptual-to-empirical approach did not richly describe the analysed virtual reality use cases from the studies, additional dimensions and characteristics were identified inductively. Therefore, a second iteration was conducted relating to the empirical-to-conceptual approach. This process explored the practical aspects of virtual reality scenarios and added applicable and practical characteristics to the initial theoretical foundation. The result is a comprehensive taxonomy of virtual reality use cases in education that contributes significantly to existing knowledge and provides a solid foundation for future research. The final taxonomy includes 17 dimensions and 37 characteristics. These findings can support educators to understand the nature of virtual reality use cases, enabling them to describe and implement such use cases effectively within educational settings.
你的VR教育用例是什么:最先进的分类法
虚拟现实已经成为教育领域的一项有影响力的技术,为学习者和教师提供身临其境的互动体验,增强了传统的教学方法。然而,尽管虚拟现实在教育中的重要性日益增加,但对虚拟现实在教育中的用例仍缺乏系统的描述和分类。这限制了虚拟现实用例的理解和可比性,并强调了对结构化方法的需求。本研究提出了一个研究问题:在文献中确定的虚拟现实教育用例如何被描述和分类?为了对这些用例进行分类,本研究开发了一种最先进的分类法。分类法是结合概念到经验和经验到概念的方法发展起来的。发展分类法的第一阶段是以概念到经验的方法为基础的。在这里,虚拟现实、用例和教育的概念作为元特征和理论结构。为了进一步详细说明维度和特征,通过遵循prisma指导的搜索和选择过程进行了系统的文献综述。因此,我们使用科学数据库Science Direct、AISel和Springer Link检索了2018年至2023年之间的研究,获得了39份出版物的样本。由于从概念到经验的方法没有丰富地描述研究中分析的虚拟现实用例,因此归纳地确定了额外的维度和特征。因此,进行了与经验到概念方法相关的第二次迭代。这个过程探索了虚拟现实场景的实际方面,并在最初的理论基础上增加了适用性和实践性。其结果是对教育中的虚拟现实用例进行了全面的分类,对现有知识做出了重大贡献,并为未来的研究提供了坚实的基础。最终的分类法包括17个维度和37个特征。这些发现可以帮助教育工作者理解虚拟现实用例的本质,使他们能够在教育环境中有效地描述和实施这些用例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Electronic Journal of e-Learning
Electronic Journal of e-Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.90
自引率
18.20%
发文量
34
审稿时长
20 weeks
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